Critique my work

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35 comments, last by Allba 6 years, 8 months ago

It was my first real attempt at Hair, didn't use Quixel for it, just got some hair alphas and hair textures and had a play, and attempted to make my own normal, specular and gloss maps.

I did use Quixel for the clothing, and did attempt to use i for the face, then ended up doing some poly paint within zbrush.

Organic materials is something I will be working on next,as well as learning substance.

I will have a look for some tutorials and make use of them on the next character, hopefully it will come out looking better.

Thanks :-D

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The design of your sniper rifle looks pretty solid.

Worked a little on creating real time hair.
Used a lot of fibre mesh to create the hair, so I think it might be a bit dense for games?

The medium length female hair was created from a concept sculpt and alpha cards drawn over the top within zbrush, which I think is more optimised for games.

https://www.artstation.com/artwork/dB49J


Any comments are appreciated

The hair looks stylized, because it's unrealistically thick. It still looks good, you could use it for a toon style character.

The 3rd one has the correct gloss and shine for regular hair; it looks more realistic than the others.

Worked a little on creating real time hair.
Used a lot of fibre mesh to create the hair, so I think it might be a bit dense for games?

The medium length female hair was created from a concept sculpt and alpha cards drawn over the top within zbrush, which I think is more optimised for games.

https://www.artstation.com/artwork/dB49J


Any comments are appreciated

To be honest, I think the alpha card one looks best. Its the only one where I am not instantly thinking of weird worms instead of hair.

Given that Fibremesh most probably does NOT make much sense for Ingame hair, I would concentrate on the Alpha Card approach.

Now as to WHY I think the alpha card one looks quite good and realistic while the Fibremesh ones generally look off to me... for one the fibremeshes are too thick, thus more looking like long worms than strands of hair. That is not how "strands of hair" usually look. Then the fibremesh hairstyles looks way to messy apart from the first three, in some cases not even uncombed hair would be that wild.

The Alpha Card one also could be A LITTLE BIT less messy. The way some of the alpha cards are so "Jaggy" when looked from the side, when the general look is a well combed one, looks off to me. Also, some of them are standing away too much from the head. Of course, this most probably is just a problem of saving polygons on the cards thus making them look flatter, while still trying to create the illusion of volume from certain angles.

But with the alpha card ones the hair looks well combed, with hair running "parallel" which combed hair does more or less in real life, and just showing off the right amount of volume.

Hey Guys.
Been working on some environments as of late.
Completed a Sci-fi Ship Bridge, based off of the Jedi Defender from SWTOR, a apocalyptic fire escape environment, and a VR Environment I have been working on for the past 3 months as part of a Uni project.
The lighting in the fire escape could do with some work, which I will be looking at during the week, came across a good resourse on improving lighting that  will be working through.

Any comments appreciated,
  
Sci-FI - https://www.artstation.com/artwork/0kGBe
Fire Escape - https://www.artstation.com/artwork/nqQn1
VR Environment - https://www.artstation.com/artwork/An9O5

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